0% found this document useful (0 votes)
10 views5 pages

Pathfinder Summoner Character Sheet

Uploaded by

Drack Play
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
10 views5 pages

Pathfinder Summoner Character Sheet

Uploaded by

Drack Play
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Choose Name Neutral Good

Character Name Alignment Player

Summoner (1) Not set Not set


Character Level Deity Homeland Campaign

Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod. Temp. Temp.


Name Score Mod. HP
Hit Points
4 Movement
STR
Strength
7 -2 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
16 +3
Wounds / Current HP

CON 14 +2 Initative 3 3 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
12 +1 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 3 =DEX 3 +0 +0
WIS 12 +1 Summon
Wisdom
Monster Appraise 1 =INT 1 +0 +0

CHA
x Artistry 1 =INT 1 +0 +0
Charisma
18 +4 Power 2
Bluff 4 =CHA 4 +0 +0
Climb -2 =STR -2 +0 +0
AC
Armor Class
13 =10+ 0 + 0 + 3 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 1 =INT 1 +0 +0
x Craft (b) 1 =INT 1 +0 +0
Touch AC 13 Flat Footed AC 10
x Craft (c) 1 =INT 1 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 4 =CHA 4 +0 +0
FortitudeConstitution
2 = 0 + 2 + 0 + 0 + Disable Device* =DEX + +
Disguise 4 =CHA 4 +0 +0
Reflex 3 = 0 + 3 + 0 + 0 +
Dexterity
Escape Artist 3 =DEX 3 +0 +0

Will 3 = 2 + 1 + 0 + 0 +
x Fly 7 =DEX 3 +1 +3
Wisdom
x Handle Animal* =CHA + +
Spell Energy Heal 1 =WIS 1 +0 +0
B.A.B. 0 Resistance Resistance
x Intimidate 5 =CHA 4 +0 +1
CMB -2 = 0 + -2 + 0 + 0 x Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering)* =INT + +
CMD 11 =10+ 0 + -2 + 3 + 0 + 0 x Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Hand crossbow x Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature)* =INT + +
19-20/x2 P 30 ft. x Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
-1 1d4 x Knowledge (religion)* =INT + +
Weapon x Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 1 =WIS 1 +0 +0
Perform (a) 4 =CHA 4 +0 +0
Attack Damage
Perform (b) 4 =CHA 4 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
x Ride 7 =DEX 3 +1 +3
Critical Type Range Ammo Sense Motive 1 =WIS 1 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 5 =INT 1 +1 +3
Stealth 3 =DEX 3 +0 +0

Weapon
Survival 1 =WIS 1 +0 +0
Swim -2 =STR -2 +0 +0

Critical Type Range Ammo


x Use Magic Device 8 =CHA 4 +1 +3
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage

Weapon
Languages

Critical Type Range Ammo

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Totals 0 0 0% 0 lbs.

Feats Other Specials Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Eidolon


Augment Summoning Life Link
Headband Qty. lbs.

Evolved Summoned Monster Summon Monster I


Spell Focus: Conjuration
Weapon Proficiency, Simple Eyes Qty. lbs.

Shoulders Qty. lbs.

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Skilled

Background Traits

Inspired
Twinned Presence
Grim Optimism

Light 23 lbs. or less Lift Over 70 lbs.


Load Head PP 0 Experience Points
GP 0 Not set
Medium 24-46 lbs. Lift Off 140 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
47-70 lbs. Drag or
Push
350 lbs. CP 0 2,000 (Medium Progression)
Summoner Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 1 (2) - - - - -

Spontaneous Caster Spell Use Tracker

Level 1

Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC

Daze Enchantment 1 round; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 14

Detect Magic Divination concentration, up to 1 1 standard action 60 ft. cone-shaped emanation none no 14

Light Evocation 10 min./level; 1 standard action touch none no 14

Mage Hand Transmutation concentration; 1 standard action close (25 ft. + 5 ft./2 levels) none no 14

Known Spell Level 1 School Duration Cast time Range/Area Save SR DC

Shield Abjuration 1 min./level; 1 standard action personal 15


Spell Descriptions (A-Z)
DAZE

School: Enchantment (compulsion)


Level: bard 0, sorcerer/wizard 0, witch 0, summoner 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S, M (a pinch of wool or similar substance)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature of 4 HD or less
Duration: 1 round;
Saving Throw: Will negates
Spell Resistance: yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected.
A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the
effects of this spell for 1 minute.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DETECT MAGIC

School: Divination
Level: bard 0, cleric/oracle 0, druid 0, sorcerer/wizard 0, summoner 0, witch 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level;
Saving Throw: none
Spell Resistance: no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or
absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and
location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the
school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates
from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster
level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura
Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level)
5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is
destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even
weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura
Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves,
but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LIGHT

School: Evocation
Level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0, shaman 0, occultist 0, psychic 0, mesmerist 0,
spiritualist 0
Descriptor: light
Casting time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Targets: object touched
Duration: 10 min./level;
Saving Throw: none
Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light
level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of
normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active
at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent
(through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or
lower spell level.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

MAGE HAND

School: Transmutation
Level: bard 0, sorcerer/wizard 0, summoner 0, magus 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one nonmagical, unattended object weighing up to 5 lbs.
Duration: concentration;
Saving Throw: none
Spell Resistance: no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SHIELD

School: Abjuration
Level: sorcerer/wizard 1, alchemist 1, summoner 1, magus 1, bloodrager 1, occultist 1, psychic 1, spiritualist 1
Descriptor: force
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 min./level;
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4
shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane
spell failure chance.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: [Link]

You might also like